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Rust: Why the XP system should make a comeback

Updated: Nov 27, 2024

An image of the early states of the Rust XP System

Years ago in Early Access the XP system was an incredible update to Rust. Remember that rush of leveling up and unlocking new abilities? The XP system enabled players to earn experience points through various actions such as crafting, hunting, and doing what they want to do. Every action counted toward your progression, creating a sense of accomplishment.


Then came the shift to the Blueprint System, designed to please the reddit clans. But let’s be honest: it 100% failed to offer the same feeling of achievement and investment that the XP system provided. In my opinion, the Blueprint System has instead turned Rust into a Barrel Hitting Simulator.


The Shared XP System: Community and Progression


One remarkable feature of the XP system was the shared XP mechanic, where every player in your team could contribute to leveling up. This created a community spirit. If my friend crafted an item that I had contributed materials for, we both benefited and felt that teamwork was enjoyable.


Unfortunately I have been unable to recover any screenshots that displayed this feature but essentially the % of shared XP would be based on the level of contribution to the crafting of an item. That as far as I remember, could be shared among an unlimited number of players.


Collaboration was encouraged which created an environment where players work together. In contrast to the individualistic focus of the blueprint system, the XP system fostered a bond among players. This is versus just attacking every player you see on sight and avoiding all player interactions, which is most common in Rust today.


The Sense of Achievement


Let’s talk about the satisfaction of leveling up. There’s nothing like watching the XP bar fill up after a day of gathering resources or defending against threats. Each level-up felt like reaching a mini-milestone.


With the blueprint system, acquiring new items seems more transactional. You gather scrap from barrels, recycle scrap and endlessly repeat. This process lacks the emotional investment that comes from leveling up and earning XP through effort. I imagine more gamers find that an XP system is more rewarding with a sense of long-term progression versus just wiping progress every 30 days.


Encouraging Exploration and Experimentation


Remember when I mentioned that every action counted? Playing with the XP system turned the world into a landscape full of opportunities. Need to gather wood? Go for it! Want to hunt? That’s a great idea! Each activity was a potential step toward leveling up, encouraging players to explore the vast map instead of just the areas that have barrels.


Now, with the blueprint system, I often feel confined to a routine. Scavenging specific areas and building the optimal base leaves little room for adventure. Now there is a consistent obligation to be hitting barrels instead of doing other things you want to do in the game. It took the openness of Rust and made it significantly worse in my opinion.


Wrapping Up

In my opinion if Rust brought back the XP System it would make the game several times better than it currently is. Instead of being a barrel-hitting simulator, it could be a fun survival game.



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